cultmath-unity [Unreleased] and cultlib [Unreleased] carry the Breaking entries; no version bump, no tag. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
75 KiB
Design
CultMath exists to make renderer math readable in every place it needs to live: Rust hot kernels, C# host code, and HLSL shader code.
Parity Target: HLSL
HLSL is the semantic authority for every type and intrinsic HLSL defines. The
goal is source compatibility: HLSL-shaped math compiles as C# under
using static CultMath.math;. C# forces float literal suffixes (0.5f); the
rest of the spelling should survive the move.
That makes these HLSL rules, not options:
- Every swizzle exists.
float2/3/4,int2/3/4, andbool2/3/4expose every read swizzle of length 2 to 4, repeats included (v.wwxy), in bothxyzwandrgbanaming (never mixed), plus single-componentr/g/b/a.double2/3get lengths 2 and 3 only, because there is nodouble4. Components and swizzles are writable:v.xz = f2;,c.rgb *= 0.5f;, andv[1] = s;work. Setters exist only for non-repeating masks, because HLSL rejectsv.xx = .... - Every HLSL mixed constructor exists, as a struct constructor and as a
mathfunction:float4(float2, float2),float4(float, float2, float),float3(float, float2), the copy formfloat3(float3), and the rest, for the float, int, and bool families (double gets constructors only; amath.double3function would hide thedouble3type name). - Swizzles and mixed constructors are generated.
tools/generate-swizzles.ps1writes the checked-insrc/CultMath/Swizzles.g.cs(partial structs plus a partialmath). Edit the generator, rerun it, and commit both; never edit the output by hand. - Comparison operators (
<,>,<=,>=,==,!=) are component-wise and returnbool2/bool3/bool4. Reduce them withanyandall.Equals/GetHashCodestay value-based so vectors still work as dictionary keys. select(condition, whenTrue, whenFalse)uses HLSL's argument order.- Matrices are row-major: constructors take rows,
m[i]returns a reference to row i (som[1][2] = s;writes one element),_mRCis row R column C, and products go throughmul(mul(m, v)treatsvas a column,mul(v, m)as a row).*on matrices would be component-wise in HLSL, so CultMath does not define it. m[r][c] = vwrites through locals, array elements, fields of classes, and ref locals. Through a readonly field, aninparameter, a property (auto-properties included), or a static readonly value such asfloat3x3.identity, C# takes a defensive copy: the write compiles and is silently lost. Copy the matrix to a local, write to it, and assign it back.- Scalar/vector arithmetic and comparisons have explicit overloads on both sides rather than leaning on implicit scalar splat.
- Intrinsics return HLSL's types and edge cases:
signreturnsint/intN(NaN gives 0);step(y, x)isx < y ? 0 : 1(NaN gives 1), which is how dxc lowers it, in C# and in the HLSL mirror; float and doubleminandmax, and floatclampandsaturate, follow the DXILFMin/FMax/Saturateoperations dxc emits for them:min(a, b)isa < b ? a : b,max(a, b)isa >= b ? a : b, a NaN operand returns the other (sosaturate(NaN)is 0),clamp(x, a, b)ismin(max(x, a), b), andsaturate(x)ismin(1, max(0, x)), which maps -0 to +0;any/allaccept numeric vectors (a component is true when it is not 0);min,max, andabson int vectors return int vectors; intclampisIMin(IMax(x, a), b), so inverted bounds returnb. - Same-size vector conversions (
intN(floatN),floatN(intN),boolN(floatN),boolN(intN),floatN(boolN),intN(boolN)) exist as constructors andmathfunctions and follow dxc: float to int isfptosi, truncating toward zero; numeric to bool is!= 0(fcmp une, so NaN is true); bool to numeric is 0 or 1. DXIL leaves float-to-int undefined for NaN and out-of-range values, and so does C#; CultMath does not pin them. normalize(x)isx * Rsqrt(Dot(x, x)), which is how dxc lowers it, and DXIL.rst definesRsqrtas1 / sqrt(src). A zero vector therefore normalizes to NaN (0 * inf), and a NaN component makes every component NaN. (The special-value table underRsqrtin DXIL.rst is a copy of theRoundtable and contradicts that definition, so CultMath follows the definition.)lengthanddistanceareSqrtof the summed squares, so a zero vector gives 0. Callers that can meet zero-length vectors guard them before callingnormalize.- dxc demotes double
frac,exp,lerp, andfloorto float. CultMath's double overloads keep double precision instead:frac(double)isx - floor(x)in double. That is a deliberate divergence for CPU simulation time, which shaders do not carry.
dxc marks float arithmetic and compares fast (no NaNs) unless a value is
precise, so drivers may optimize NaN handling away and NaN results on real
GPUs are not guaranteed. CultMath defines the CPU result by dxc's lowering and
the DXIL operation spec (DirectXShaderCompiler docs/DXIL.rst).
NaN does not reliably propagate through CultMath, just as it does not on the
GPU. Because min, max, and saturate return the non-NaN operand, some
functions turn NaN or infinity into numbers: smoothstep(a, a, a) is 0;
infinite inputs to smoothstep and the intercept helpers give numbers; the
bezier, smoothstep01, and smootherstep functions return finite values for
NaN input. Callers that must detect bad data should check isnan before calling these
functions.
Deferred until a consumer needs them: float4x4, transpose, determinant,
and HLSL's one-based _11.._33 element names.
HLSL Target: Source Transformations
HlslSourceCompatibilityTests compiles the real shaders/CultMath.hlsl with
Roslyn against CultMath. These transformations are the complete list; if a body
needs anything else, the test fails:
- Include guards (
#ifndef/#define/#endif) are dropped, except the capacity macro (#ifndef CULTMATH_MAX_SITES,#define CULTMATH_MAX_SITES 128,#endif), which becomesconst int CULTMATH_MAX_SITES = 128;. - Functions taking
Texture2D/SamplerStateare dropped; GPU resources have no CultMath analog. - File-scope
static constbecomesconst. - Floating literals gain
f(0.5becomes0.5f). - Struct fields gain
public. HLSL struct members have no access-modifier concept; a C# struct's fields default toprivate, which would hide them from the mirror test's reflection-based field comparison. - An array parameter
T name[CULTMATH_MAX_SITES]becomesT[] name. - The file body is wrapped in a class, since C# has no free functions; HLSL functions become private instance methods.
HLSL constructs that stay outside the target and must not appear in the mirror:
const locals of vector type (C# const is primitives only; write a plain
local) and writes through a swizzle component (v.xy.x = s, which C# rejects as
modifying a temporary).
The HLSL side is checked too: tools/get-dxc.ps1 fetches Microsoft's
DirectXShaderCompiler (x64), and tools/compile-hlsl.ps1 compiles both copies of
CultMath.hlsl with it (dxc -T lib_6_3 -HV 2021 -WX, so a warning fails like an error and the
text must compile cleanly); the script throws when a shader file is missing, when dxc cannot
launch or when it exits non-zero, so a stale exit code never reads as a pass.
The mirror test compares bit patterns (any NaN equals any NaN; -0 differs from
0). It proves the text of CultMath.hlsl computes the same float32 results as
C# math on the CPU, not that a GPU agrees: driver sin precision alone makes
cultmath_hash and value noise differ bit for bit on hardware. The mirror is
compiled under using static CultMath.math;, so its intrinsics are C# math
itself: the test proves the composition in the text, not the intrinsic rules,
which only HlslSemanticsTests pins.
Every mirror function is compared, internals included: its counterpart is the math
function of the same name, public or private (snoise_mod289 and snoise_permute are
private), and a function with no counterpart fails by name. A struct parameter maps to the
CultMath type of the same name, and only if both have the same instance fields by name, type
and order (SpanPath, SpanStage); the argument is built from the case's scalars field by
field and copied to its C# twin by field name.
The comparison also allows exactly one struct return shape: a mirror function
whose HLSL return type is a plain struct of float/floatN/int/intN
fields is compared to its C# counterpart field by field, recursing into each
field's own components, down to bit-for-bit scalars, matching each leaf's
declaration path (field names, not just position) and declared type as well
as its value. CultCellular (math.cs, cellular), CultPhasor
(math.Phacelle.cs, phacelle), SpanNoise (math.Span.cs, span_fbm) and CultSiteCells
(math.Sites.cs, site_cells_insert) are its consumers. CultSiteCells is also a struct parameter (site_cells_insert, site_cells_border). A struct return with a mismatched, reordered-by-name, or
retyped field does not get a second comparison path or a shape of its own;
it fails the same walk that already handles a bare vector return.
GLSL Target: Source Transformations
shaders/CultMath.glsl is a GLSL ES 3.00 (WebGL2) library generated from
shaders/CultMath.hlsl by GlslLowering (in the test project), and
shaders/CultMath.Phacelle.glsl is generated beside it from
shaders/CultMath.Phacelle.hlsl. Both are derived files: never edit them by
hand. Regenerate them, and the golden fixture
tests/CultMath.Tests/fixtures/glsl-parity.json, with:
$env:CULTMATH_WRITE_GLSL = "1"; dotnet test packages/cultmath/tests/CultMath.Tests --filter GlslMirrorTests
Run it on Yggdrasil's mcr.microsoft.com/dotnet/sdk:10.0 image (Ubuntu 24.04) only: that image owns the fixture's platform
families and device-bounds-lavapipe.txt, and CULTMATH_WRITE_GLSL=1 fails on any other OS. Re-record the bounds there in
the same revision (WRITE_BOUNDS=1, tools/device/run-lavapipe.sh).
GlslMirrorTests.CommittedGlslEqualsLowering fails on any difference between
either committed file and the lowering of the committed HLSL. These
transformations, in order, are the complete list:
- Each
#include "name"is replaced in place by the included file, by the same resolver the C# mirror uses; GLSL has no#include. The exception is an include under a file-level licence of its own, listed in one table,GlslLowering.SeparateFiles: its line is dropped and the file is lowered on its own, by the same steps, into its own output. The table has one entry,CultMath.Phacelle.hlsltoCultMath.Phacelle.glsl, because Phacelle is MPL-2.0 and MPL-2.0 is file-level: kept separate, it leavesCultMath.glslMIT. Nothing else in the lowering is keyed by name. - Include guards are dropped, and so are the functions taking
Texture2D/SamplerState; the host shader samples its own textures. - Type names:
floatN,intN,uintNandboolNbecomevecN,ivecN,uvecNandbvecN. - File-scope
static constbecomesconst. - C-style casts
(float)x,(int)xand(uint)xbecomefloat(x),int(x)anduint(x). The operand is found by a balanced-bracket scanner:(int)((state >> 28) + 4u)nests parentheses. - Intrinsics are renamed:
lerptomix,fractofract,rsqrttoinversesqrt,asuinttofloatBitsToUint,asfloattouintBitsToFloat, andsaturate(x)becomesclamp(x, 0.0, 1.0). - Float literals pass through unchanged.
- Each output is wrapped in a guard named for its file:
CULTMATH_GLSL,CULTMATH_PHACELLE_GLSL. - The first line names the file as generated, its sources and its licence,
and says how to regenerate it;
CultMath.glsl's also says which functions live in the separate file.
GLSL ES 3.00 is stricter than HLSL: no implicit conversions between int, uint
and float, no C-style casts, and no step(genType, float) overload. Those gaps
are closed in the HLSL, never in the lowering: the HLSL is written in the subset
both languages share, with edits that are legal HLSL and compute the same bits
(step(h, float4(0.0, 0.0, 0.0, 0.0)) rather than step(h, 0.0), + 4u where
a uint is added, (float)((uint)hash.x >> 8) before a float multiply). The C#
mirror and the FXC and dxc compiles keep those edits honest. A body that needs a
transformation outside the list fails GlslMirrorTests.NoHlslOnlyTokensSurvive
rather than gaining a special case.
The library declares no precision. The host shader does, and it must be
precision highp float; precision highp int;: the PCG hashes need 32-bit
integers. tools/compile-glsl.ps1 writes such a wrapper (its own #version 300 es line, the precision, the library by string concatenation, and one call
of every public function) and compiles it with glslang, which
tools/get-glslang.ps1 fetches pinned. It runs twice: over CultMath.glsl
alone, and with -Phacelle over CultMath.glsl followed by
CultMath.Phacelle.glsl, the order a consumer that calls cultmath_phacelle
concatenates them in. Two negative controls must fail: -Body with an HLSL
token (float x = lerp(0.0, 1.0, 0.5);), and -Body calling
cultmath_phacelle without -Phacelle, which proves the MIT file does not
carry it. The Unity package ships neither GLSL file.
Parity runs in two legs, each with one owner: HLSL against C# by the mirror
test, bit for bit; GLSL against C# by the golden fixture, which records 256
seeded cases per function family as float32 bit patterns, evaluated by the
consumer on WebGL2 and read back. The families pcg3d and pcg4d are marked
exact; the float families are ulp-bounded, the bound measured on the device.
A conforming leg runs every fixture family through both routes on a device: tools/device/run-lavapipe.sh
compiles the HLSL with dxc and the committed GLSL with glslang, dispatches each family on Mesa lavapipe, and
GlslMirrorTests.DeviceResultsHoldFixture judges the results. Exact and integer families must match bit for bit,
families with a check pass their Verify, the sampled-form families are checked on the device's own noise values,
and every other family is held to the worst error recorded for that device in
tests/CultMath.Tests/fixtures/device-bounds-lavapipe.txt.
iv_frustum_ball is ulp-bounded, not exact: it calls sqrt, which GLSL ES
3.00 does not require to be correctly rounded, and WebGL2 compilers may
reassociate. On a GTX 1070 under ANGLE's D3D11 backend its radius differs from
C# by up to 2 ulp in 43 of 256 cases, sometimes smaller. What the march needs
is enclosure, and what culling needs is a ball no wider than its rounding
widening, so the family's fixture entry carries a check the consumer applies
to every case: from the case's arguments (mx, my, z0, z1, fp, warp), compute
in double zm = (z0 + z1) / 2, the centre c = (mx zm, my zm, zm), its
|c|_1 = |mx zm| + |my zm| + |zm|, the radius
r = (z1 - z0) / 2 sqrt(mx^2 + my^2 + 1) + z1 fp + warp and
d = |GPU centre - c|, and require
r + d <= GPU radius <= r + d + 2^-19 (r + |c|_1). The lower side is
enclosure; the upper side is the bound NoiseBoundTests pins in C#, so a
lowering that inflates the ball fails too. Only those two bounds fail the
check; the largest ulp distance is reported as for any ulp-bounded family.
GoldenFixtureMatchesCSharp applies the same check to C#'s own results.
Every af_* function is an ulp-bounded family, and af_snoise, af_fbm and af_frustum_ball also carry a two-sided check
of their own, applied the same way: the device's own snoise or fBm at 75 sampled points of the case's set must lie in the device's
form with no tolerance (a device whose gradient error exceeds the allowance fails), its width must not pass the Lipschitz form's
allowance, and the device's af_frustum_ball radius must enclose the sampled ray points and stay within its rounding widening.
The reference is the device's own noise, which is right for culling soundness but would pass a device whose noise is wrong
everywhere, so two appended families (af_snoise and af_fbm, 256 cases each) add the centre leg: the fixture's own x0
(C#'s value at the centre) must lie in the device form's [x0 - e, x0 + e], for every af_snoise and af_fbm family. They
also draw reach |axis| + radius from 1e-6 to 1e-3, the short slices near a camera, where the float32 allowance is most of e:
the main families' reach is at least about 1e-3, where the second-order remainder is far larger and a device that drops the
allowance still passes. GoldenFixtureMatchesCSharp requires each of the two to hold cases that fail on C#'s own results once
the allowance is removed.
Four more appended families, the coordinate-band snoise_grad and snoise_hessian reads (256 cases each, the magnitude of the
point log-uniform from 1e-4 to 1e2 and from 1e2 to 4e6), carry an allowance check: with S = |x|_1 and the allowances
math.span_slack(math.span_rounding(1, x, zero stage, 0, 0, 0)) (the owners of the span stage's allowances in C#, HLSL and GLSL),
the result must lie within the allowance of the kernel's exact value, gradient or Hessian in double, no tolerance. The two small
families must also fail it in at least 16 cases once the absolute term is removed. GoldenFixtureMatchesCSharp applies the check
to C#'s own results, and a device capture is judged by the same Verify.
GoldenFixtureMatchesCSharp evaluates C# on the committed fixture's own
arguments. Arguments are drawn only when the fixture is regenerated
(CULTMATH_WRITE_GLSL=1), because the draw itself calls MathF.Pow, whose
bits differ by OS. iv_exp and phacelle take their C# results from the
platform's exp, sin and cos, which also differ by OS, so their entries
name the platform that generated them and the test compares them case by case
against the running platform, printing the largest distance. iv_exp
("ulp-bounded, platform exp") must agree within one ulp. phacelle
("ulp-bounded, platform exp, sin, cos; across platforms |diff| <= 2^-20
max(|v|, 1); on a device |diff| <= 2^-18 max(|v|, 1)") must agree across
platforms within 2^-20 max(|v|, 1) per component, v being
the fixture's value: its sums of exp, sin and cos cancel near zero, where
ulps mean nothing, and Windows differs from the Linux fixture by up to
3.6e-7 max(|v|, 1). The device clause is 2^-18 because the devices measured
are farther: lavapipe is 2.2e-6 max(|v|, 1) and the GTX 1070 3.1e-6; the conforming
run judges it. Every other family is compared as text. phacelle is in
CultMath.Phacelle.glsl, so the evaluator concatenates
CultMath.Phacelle.glsl after CultMath.glsl for that family, with
normalization 0.5. The site does not vendor the MPL file and skips the family.
Its evaluator is the lavapipe GLSL route of the conforming run above, which covers
every fixture family, phacelle included. The real-device leg (ANGLE D3D11 on the GTX 1070)
is the later cut angle-capture; the one GLSL evaluation of phacelle on that device is a single probe (GTX 1070, ANGLE D3D11: within 3.1e-6 max(|v|, 1)
of C#). Asura's gpu-snoise-parity is a different check, an FXC and Unity
readback of snoise, and evaluates no GLSL.
Invariant 8: Value-and-Gradient Primitives
A primitive tagged invariant 8 returns its value and analytic gradient
together, laid out as float4(gradient.xyz, value.w), with no value-only twin
(a value-only form would be a second path with no consumer). smin_grad and
cellular are the first primitives in this family:
-
smin_grad(float4 a, float4 b, float k)is Inigo Quilez's quadratic-polynomial smooth minimum ("smooth minimum", https://iquilezles.org/articles/smin/), carried to value-and-gradient form. Its blend factorhis affine inb.w - a.w, so differentiating the value with respect to position, the terms carryingdh/dpcancel exactly; the surviving gradient islerp(∇b, ∇a, h), the samehthe value uses. This is the analytic gradient, not an approximation, and it is continuous across the|a.w - b.w| = kseam wherehsaturates to 0 or 1. -
cellular(float3 p)is Worley's cellular texture basis function ("A Cellular Texture Basis Function", SIGGRAPH 1996), searched over the jittered 5×5×5 neighbourhood of feature points selected bypcg3d(never the sin-basedhash), with cells whose position-only lower bound already exceeds the running F2 skipped before their hash is even computed. It returnsCultCellular { nearest, edge, id }:nearestis(∇F1, F1),edgeis(∇F2 - ∇F1, F2 - F1), andidis the nearest cell'spcg4dhash (over the cell coordinate alone, never thepcg3dhash that produced its jitter) mapped to[0, 1).∇F1and∇F2are each undefined exactly at their own feature point (F1 = 0orF2 = 0);cellularfollows the repo's existing degenerate-normal convention (GameCult.Geometry.CultGeometryIsoSurface.EmitOrientedTriangle, which guards a zero-length normal and returns the zero vector instead of the NaN a barenormalizegives there) and returns the zero vector rather than NaN for either.F1 = 0is ordinary (psits on a feature point);F2 = 0needs two distinct cells'pcg3d-jittered feature points to land on the same float32 value in every component, which is unreachable at ordinary magnitudes but confirmed reachable (see "Precision domain" below). The identity of the nearest and second-nearest feature point changes discontinuously across theF1 = F2set (a genuine kink, not a numerical artifact), so∇F1and∇F2are only continuous away from that set.The 5×5×5 radius is exact, not merely safer than the classic 3×3×3 radius: for a query at position
uinside its own cell (uin[0, 1)^3per component) and a candidate feature at integer cell offsetdwith jitterjin[0, 1)^3, the per-axis displacement(u_i - j_i) - d_iis always strictly greater in magnitude thanmax(0, |d_i| - 1), becauseu_i - j_iis always strictly inside(-1, 1). So any cell with|d_i| >= 3on some axis is strictly farther than 2 from the query. Two real, always-present candidates boundF1andF2: the query's own cell, whose distance is always strictly less thansqrt(3)(every axis strictly under 1); and the near-side neighbour on whichever single axis hasu_iclosest to a cell boundary. Letm = min(u_i, 1 - u_i)on that chosen axis, somis in[0, 1/2]by construction. Stepping one cell towards that nearer boundary puts the query within1 + mof the far face on the offset axis and within1 - mof the near face on each of the other two axes, so that neighbour's squared distance is at most(1 + m)^2 + 2*(1 - m)^2 = 3 - 2m + 3m^2 <= 3for everymin[0, 1/2](3 atm = 0, dipping to a minimum of8/3 ~= 2.667atm = 1/3, then rising back to 2.75 atm = 1/2), and strictly below 3 because the jitter never reaches exactly 0 or 1.F2is at most the larger of these two real candidates (any two real candidates upper-bound the 2nd-smallest value over the full infinite candidate set), soF1 < sqrt(3)andF2 < sqrt(3)always, comfortably under the radius-2 exclusion distance of 2, with margin2 - sqrt(3) ~= 0.268(Soul's adversarial check, cut 2a-i: the worst realizable in-boxF2is exactlysqrt(3), reached only in the unattainable limit at a cell corner). 3×3×3's matching argument only reaches radius 1, whose excluded cells start at distance 1, short of thesqrt(3)ceiling — the gap its measured failures (9 of 400,000 points in[-50, 50]^3, worst error 0.088) live in.An earlier version of this proof picked the near-side neighbour on a fixed axis instead of whichever axis sits closest to its own boundary, and that version is wrong (Soul, cut 2a-i):
u = (0.5, 0, 0)with the x-neighbour's jittered feature at(-1, 1 - 2^-24, 1 - 2^-24)gives a distance of about 2.06, outside the radius-2 exclusion the proof needs —u.x = 0.5is the point on the cell farthest from any boundary, soxwas the wrong axis to fix there. Choosing the axis by proximity to its own boundary is what keepsm <= 1/2and the bound atsqrt(3).CellularAndSminGradTestspins both the prune's bit-identical equivalence to an unpruned 5×5×5 reference and the search's exact agreement with an independent 7×7×7 brute-force oracle.Precision domain:
cellular's exactness above is a statement about the search radius, not about float32. Past|p|of roughly2^23, adjacent integer cells stop being distinguishable from their neighbours at float32 precision in some directions, and distinct cells' jittered features can round onto the same value, makingF1 = F2ties (and, per-component,F2 = 0) increasingly common from about1e6and confirmed at2^24(measured: 4096 of 4096 sampled integer points at2^24hit this before the guard above).cellularstays finite there; it does not stay accurate in the sense of matching the idealized real-valued Worley field.The lower-bound prune's bit-identity to the unpruned 5×5×5 search also has a domain: it holds for
|p| < 2^25. Above that,cell + d(an integer cell coordinate plus a small integer offset) starts to round in float32, so a pruned cell's own recomputed offset can land on a different neighbour than the unpruned loop visits at that same nominal(dx, dy, dz), and the two search paths diverge (Soul, cut 2a-i: measured 180 of 1,100,000 points differ at|p| ~= 3.4e7). This is a float32-precision limit on the prune's equivalence proof, not a bug in the prune itself: below2^25the two paths are proven bit-identical (PrunedSearchIsBitIdenticalToTheUnprunedFiveCubedSearch, which samples[-50, 50]^3, is comfortably inside that domain). -
snoise(float3)follows webgl-noisesrc/noise3D.glslas of stegu/webgl-noise22434e04d7: kernel radius squared0.5, output scale105, permutationmod289((34x+10)x). Upstream's21d9fe23d7(2020-10-14, "an age-old bug that caused slight discontinuities along simplex boundaries") moved the radius from0.6to0.5; at0.6a lattice vertex outside the four summed corners can lie inside the kernel, leaving a value jump at the cell boundary (3.1e-3 over the committed probe's 400 lines).ff3b5d34easet the scale to105anda3e6d57095(2021-06-30) the permutation; the 2Dsnoiseshares that permutation helper, so its values changed too, while its own kernel (0.5) and scale (130) already matched upstream.NoiseGradTests.SnoiseAndItsGradientAreContinuousAcrossSimplexCellBoundariespins the continuity. Ties in the offsetx0resolve in Gustavson'ssimplexnoise1234order (x over y, y over z, x over z), a total order, so the four corners are always a simplex. Upstream'sstepcompares are cyclic: where the three components are equal, which is every input whose differencesy - xandz - xare whole numbers (every integer point, the origin and every(t, t, t)among them), the corners repeat the origin vertex and the value jumps by about 0.77 near the origin and up to 1.56 at magnitudes of 64 and above.SnoiseTieScopeTestspins the set against the 0.3.0 values.NoiseGradTests.SnoiseIsContinuousOnTheSimplexDiagonalpins the order. -
snoise_grad(float3 p)carriessnoise(float3)to value-and-gradient form, following the differentiation in webgl-noisesrc/noise3Dgrad.glsl(Ashima Arts / Ian McEwan, MIT), which uses the same radius, permutation and scale assnoise(float3): per corner,m0 = max(0.5 - dot(x,x), 0), sod(m0^4 * dot(p,x))/dx = -8*m0^3*dot(p,x)*x + m0^4*p, summed over the four corners and scaled by the same constant as the value, so.wis exactlysnoise(float3).fbm_gradandridged_gradare octave sums ofsnoise_grad: each octave samples atp * frequency, so by the chain rule its gradient scales by that same frequency, and both amplitude (gain) and frequency (lacunarity) compound per octave rather than applying once to the whole sum.ridged_gradfolds each octave about zero (Σ aᵢ(1 − |nᵢ|), gradient−Σ aᵢfᵢ sign(nᵢ)∇nᵢ, Musgrave's ridged multifractal, Texturing and Modeling ch. 16); the crease atnᵢ = 0is deliberate (the operator's dune term, 2026-09-25), not a bug. Both clampoctavesto[0, 16]:HlslSourceCompatibilityTests's bit-parity oracle drives every mirroredintparameter across the full int32 range, which is the right domain forpcg3d/pcg4d's O(1) hash inputs but would turn an unclamped octave count into a multi-billion-iteration loop for these two mirrors. -
phacelle(float3 p, float3 side, float offset, float normalization)is Rune Skovbo Johansen's Phacelle noise ("phase + cell": a stripe pattern built by blending one cosine/sine wave per jittered cell), generalised to 3D cells. It returnsCultPhasor { cosine, sine }, each(∇, value).sideis the stripe wave vector, whose length is 2π times the stripe frequency; in 3D the perpendicular to the flow is not unique, so the caller chooses it (on a unit sphere,cross(p̂, flow)).offsetis the phase in cycles. It visits 4×4×4 cells withpcg3d-hashed jitter in[-0.5, 0.5), weights each wave bymax(0, exp(-2d²) - 0.01111), and normalizes the blended phasor as upstream does (length 1 where the raw length is at least1 - normalization, scaled by1 / (1 - normalization)below). The gradient is exact, weight derivatives and normalization included, rather than upstream's∇cos ≈ -sin·side, which ignores the weight gradient. It is discontinuous where the raw length crosses the normalization threshold and where a cell's weight leaves its support (d² = 2.24995, distance 1.49998); the value is continuous at both. At the support edge∇wjumps from-4·0.01111·vto 0, a per-cell jump of length0.0444·|v|(0.0667 at|v| = 1.5); measured over random points, the output gradient jumps by a median 1.5% of its length and at most about 27%.normalizationis meant to lie in[0, 1]: 1 or more saturates (every output is stretched to length 1), a negative value scales every output down by1 / (1 - normalization), and the normalized gradient scales as1 / |I|for the blended phasorI, so it grows where the blend nearly cancels. The total weightWis positive for everypcg3dinput (the smallest found by hill-climbing is 0.056);W = 0, and a NaN output, needs adversarial jitter no hash yields. Cells whose per-axis lower boundΣ max(0, |local - g| - 0.5)²is at least 2.25 lie outside the support and have weight exactly 0, so they are skipped, which changes no output bit. Cells whose bound sits just under 2.25 can still carry a nonzero weight, so the cut cannot be lowered;PhacelleTestspins the cut with points next to such cells, against an internal overload with the prune disabled, and the HLSL mirror test pins it on the shader side. The prune keeps about 45 of the 64 cells on average (a saving of about 30%); about 14 have a nonzero weight. The port sits in its own MPL-2.0 files (math.Phacelle.cs,CultPhasor.cs,CultMath.Phacelle.hlsl); seeTHIRD-PARTY-NOTICES.md. No 2D variant exists; nothing consumes one.
Integer hashing uses the PCG hashes from Jarzynski and Olano, "Hash Functions
for GPU Rendering" (JCGT 9(3), 2020): pcg(uint) is O'Neill's RXS-M-XS 32/32
permutation over one LCG step, and pcg3d/pcg4d are the paper's (3 → 3) and
(4 → 4) hashes. They use only uint multiply, add, xor, and shifts. dxc wraps
uint multiply and add modulo 2^32 exactly as C# unchecked arithmetic does, so
they are integer-exact in HLSL and on the CPU, GPU included, unlike the
sin-based hash. CultMath has no uint vectors, so pcg3d(int3) and
pcg4d(int4) carry uint bit patterns in int components. The float2/float3/float4
overloads hash the IEEE-754 bits (asuint), so -0 and 0 hash differently; they
exist for callers that already hold a hash key as float bits, and pcg3d(float2)
holds z at 0, which is the paper's route for (2 → N) inputs. Seeds and other
scalar uses take one output component.
cellular's jitter and id always hash the integer cell coordinate directly
(pcg3d(int3(neighbor)), pcg4d(int4(int3(cellId), 0))), never a cell
coordinate's float32 bit pattern. Hashing the bit pattern of an
integer-valued float is not the same permutation as hashing the integer: two
adjacent cells' bit patterns share more structure (both have the same
exponent and a mantissa that differs by one increment) than two adjacent
integers do going into pcg3d's own mixing, and that residual structure
survived into the jitter. Hashing the integer cell coordinate directly is
exact and runtime-independent, and it is the HLSL mirror's own hash, so C#
and shader agree bit-for-bit. What pins this is the oracle and mirror tests,
not a uniformity measurement: reverting to hashing the float bits (or the
sin-based hash) is caught by ProductionSearchMatchesTheBruteForceOracleExactly,
EveryMirrorFunctionMatchesCSharpMath, F1NeverExceedsF2, and the other
tests that key off the integer-hash fixtures (cut 2a-i). CellularAndSminGradTests
(JitterAndIdPassAChiSquareUniformityTest) checks the uniformity of the hash
as cellular uses it: the jitter marginals and the id pass a chi-square test
at a stated significance against pcg3d(int3(...)).
Where HLSL is silent, CultMath keeps its own decisions and does not defer to
Unity.Mathematics: hash returns float, and Random is CultMath's own xorshift32. Engine-shaped
helpers that HLSL lacks (float2x2.Rotate, float3x3.Euler, quaternion,
snoise) enter only when a consumer needs them, with their semantics stated in
code.
Known C# friction: under using static CultMath.math; the constructor
functions (float3(...), float3x3(...)) hide the type names in member access,
so static members need a qualified type (CultMath.float3x3.Euler(...)).
Sites
A site is float4(position.xyz, weight); a 2D consumer uses z = 0. math.Sites.cs scores a query point
against a site two ways and keeps the two best:
power_score(p, site): value|p - s|^2 - w^2, gradient2 (p - s). A power cell is the intersection of the half-spaces bounded by the radical planes against every other site, sopower_borderis exact.multiplicative_score(p, site): value|p - s| / w, gradient(p - s) / (|p - s| w), zero atp = s(cellular's degenerate convention). Its borders are Apollonius circles, and the border distance is first order.
A span function is a C# loop over a per-site step that has a shader twin, because the HLSL mirror cannot take a
span or a buffer. site_cells_empty() starts the fold, site_cells_insert(cells, score, index) folds one score
in (strict < against F1, the old F1 moving to second, else strict < against F2, so an exact tie keeps the
earlier index first), and site_cells_border(cells) reads float4(unit normal, distance), with n = grad F2 - grad F1 pointing toward the nearest site and (0, 0, 0, 1.0e30) when there is no second site. That border is
the distance to the bisector of the two lowest scores, first order and for either metric; it is not the distance
to the nearest site's cell boundary (the F2 - F1 edge error: the second-lowest score is not the nearest plane in
general). The exact power cell border is a second pass: power_border_step(p, owner, other, border) takes the
running float4(unit normal toward the owner, distance) and the radical plane of owner against other, with
the distance built from the offset owner - p and the weight difference (w1 - w2)(w1 + w2) so it does not
cancel for close sites seen from far; the cell boundary distance is the least over every site except the owner
(the fold's nearest), and a site coincident with the owner has no plane. The step trusts the caller's owner: a
query outside the owner's cell reports distance 0 with that plane's normal, not an error. power_border(p, sites) is that loop;
the shader's cultmath_power_border(p, sites, count) is the same loop over a by-value array (see "Sites in a shader" below).
Cell spans refuse a non-finite query, site position or weight, and more than 2^24 sites (indices are floats).
power_cells and
multiplicative_cells are that loop over a ReadOnlySpan<float4> and nothing else; a shader caller writes the
same loop over its own array. Every site of an explicit span is visited, so no window and no weight-ratio range
apply. CultSiteCells holds the two score fields and the two site indices (floats, -1 for none).
gabriel_margin(a, b, other) is (|other - (a + b) / 2| - r) / r with r = |a - b| / 2: zero on the diameter
circle, negative inside it, -1 when a and b coincide. soft_gabriel_gate(sites, first, second, softness)
is smoothstep(-softness, softness, least margin over every other site) on positions alone, 1 when no other site
exists; it is C# only. distance_to_segment(point, start, end) has out-free 2D and 3D forms beside the out
form, all over one public segment_closest per dimension, each with its 2D and 3D shader overload.
Weighted lattice cells
weighted_lattice_cells(p, time, bodies, cellSize, drift, boost, falloff, smoothing, stretchNormal, stretch) in
math.Lattice.cs returns float4(F1, F2, smooth, id) over a jittered, drifting lattice, in cell units times weight.
Four public steps compose it, and a shader or a tape composes the same four:
lattice_site(cell, time, drift): the sitecell + 0.5 + 0.5 sin(drift time + 2 pi u)per axis (so it stays within one cell of the corner) and the base weight0.5 + 0.5 u, in [0.5, 1), from its own hash lane.lattice_weight(base, border, boost, falloff):base (1 + boost exp(-(border / falloff)^2)).borderispower_borderat the cell centre over the body span (exact, so the weight is continuous as bodies move; the first ordersite_cells_borderjumps where the second-nearest body changes and is not used).lattice_distance(q, site, weight, normal, stretch):weight |(stretch a, c)|,aandcthe offset along and across the unit normal; isotropic at stretch 1.lattice_smooth_step(m, d, f1, smoothing): the smooth minimum fold, started atF1 + smoothingand clamped to it, so a cell withd >= F1 + 2 smoothingchanges nothing and the result does not depend on the box visited.
The search visits Chebyshev rings around the query's cell and stops before ring k once 0.5 (k - 1) >= max(F2, F1 + 2 smoothing): every cell on ring k has d >= 0.5 (k - 1) (site within one cell of its corner, weight at
least 0.5, stretch at least 1). A second pass folds the visited box in absolute row-major order, so ties and the
smooth minimum do not depend on how far the search went. The proof is the comment above weighted_lattice_cells.
The accepted range is boost 0 to LatticeMaxBoost (4, a weight ratio of 10:1), stretch 1 to LatticeMaxStretch (2)
and smoothing up to LatticeMaxSmoothing (1); outside it the function throws ArgumentException. LatticeMaxRing
(37) is the proven greatest ring at the range edge. Measured over 24,000 points on orbiting bodies (six bodies,
sigma ratio 6:1, the ruled look and the range edge), the greatest ring visited has median 3, 99th percentile 7 and
maximum 8 (49, 225 and 289 cells); RingsStayWellInsideTheCap asserts these.
Sites in a shader
A shader function cannot take a span, so cultmath_power_border(p, sites, count), cultmath_lattice_cell_distance(...)
and cultmath_weighted_lattice_cells(p, time, bodies, count, ...) take float4 sites[CULTMATH_MAX_SITES] by value and the
count in use, with count in [0, CULTMATH_MAX_SITES]. CULTMATH_MAX_SITES is 128 unless the consumer defines it before
including the library (#ifndef): 128 covers every Aetheria zone within GLSL ES 3.00's 224 guaranteed fragment uniform
vectors, and loops run to count, so the capacity costs uniform space, not iterations. A caller whose sites live in a
buffer copies them into a local array first; the library takes no resource, accessor macro or uniform of its own. The preconditions the C#
functions throw for are the caller's in a shader (finite arguments, cellSize > 0, the stated ranges, p within 2^23
cells). The ring pass is bounded k <= 37 and exits as C# does; the box pass recomputes each distance instead of caching
75 x 75 of them, which gives the same values. The C# mirror compiles the array as T[], and
HlslSourceCompatibilityTests.SiteArrayMirrorsMatchCSharp compares the three functions through the span twins in
SiteArrays (reflection cannot pass a ReadOnlySpan); CULTMATH_MAX_SITES is a shader-only capacity with no C# twin.
Intervals
math.Interval.cs and shaders/CultMath.Interval.hlsl (included from
CultMath.hlsl after the Phacelle include) carry interval arithmetic for
culling empty space with a proof. Their invariant, intervals-enclose: every
interval function returns a [lo, hi] that contains f(x) for every x in
its input region, where f(x) is the same function evaluated pointwise in
float32. A consumer that skips a region because hi < cutoff has skipped
nothing that was there.
Representation: an interval is float2(lo, hi) with lo <= hi, both finite.
There is no empty interval; a caller that needs "provably empty" tests
hi < cutoff. iv_point(x) is float2(x, x).
Ops: iv_point, iv_add, iv_sub, iv_neg, iv_mul (the least and greatest
of the four corner products), iv_scale(iv, float), iv_abs and iv_sqr
(an interval straddling zero starts at 0), iv_min, iv_max, iv_sqrt
(lo clamped at 0), iv_exp, iv_clamp(iv, float, float), iv_saturate,
iv_smoothstep(float, float, iv) (its ordered endpoints) and
iv_lerp(iv, iv, float). No others until a consumer names one. Each has an
HLSL mirror named cultmath_iv_*, compared bit for bit by
HlslSourceCompatibilityTests.
The ulp-widening rule. Each bound is computed with the pointwise function's own float32 operations. IEEE round-to-nearest is monotone, so an op that is monotone on its region encloses its float32 evaluation exactly, with no widening; that covers every op above except two, which widen by exactly one ulp, in the implementation and never in the test:
iv_exp:expis not required to be correctly rounded, so a libm need not be monotone. .NET'sMathF.Expon Linux steps down 0 times over every float in [-87, 88.7] (IntervalTests.MeasureMonotonicity), so on that CPU the widening is a margin; it is there for other libms and GPUs.iv_smoothstep:t * t * (3 - 2t)in float32 steps down 337,095 times over the floats in [0, 1], each time by at most 1 ulp (MeasureMonotonicity). Sincet = saturate((x - minimum) / (maximum - minimum))is itself monotone inx, that covers everysmoothstep.
iv_lerp is the natural interval extension of x + (y - x) * amount, which is
how lerp evaluates; every step is monotone, so it encloses with no widening
for any amount, and it is tight only when a is a point, because x appears
twice.
IntervalTests runs every op over 10,000 seeded intervals (centres in
[-20, 20], widths log-uniform in [1e-4, 10], every eighth a point) and 16
points inside each, endpoints and zero included, with no tolerance; and for
every op it raises lo and lowers hi by one ulp and requires the harness to
catch each. A new op is one entry in that table.
Noise bounds. iv_snoise_ball(c, r) is [n - L r, n + L r] intersected with
[-1, 1], where n = snoise(c) and L = SNOISE_LIPSCHITZ: one snoise, value
only. No interval function reads snoise_grad, and none has a value-only or
gradient twin. iv_fbm_ball(c, r, octaves, lacunarity, gain) is the octave sum
of iv_snoise_ball(c * f_i, r * |f_i|) scaled by a_i, compounding frequency
and amplitude exactly as fbm_grad does, octaves clamped to [0, 16]. A domain
warp that moves a point by at most D is enclosed by the radius r + D
(NoiseBoundTests.WarpedPointsStayEnclosed); this is what the gamecult.org
ground's march rests on.
iv_frustum_ball(m_c, z0, z1, footprintPerDepth, warp) is the ball one probe
serves a whole screen tile with. In a pinhole camera frame looking down +z,
where the ray of slope m is the points (m z, z), it encloses every point of
every ray whose slope lies within footprintPerDepth of m_c (N / (sqrt(2) f)
for an N x N tile at focal length f pixels: the full pixel footprint, so
sub-pixel jitter is covered), over depths [z0, z1], each point moved by a warp
of length at most warp. The centre is (m_c z_m, z_m), z_m the mid-depth;
the radius is ((z1 - z0) / 2) |(m_c, 1)| + z1 footprintPerDepth + warp. A point
of slope m_c + e at depth z is the centre plus (z - z_m)(m_c, 1) plus
z (e, 0). The returned ball is float32, and on a degenerate (z0 == z1),
thin or far segment the rounding of the centre alone exceeds the gap the
triangle inequality leaves, so the radius is widened by
(|c|_1 + radius) 2^-20. With u = 2^-24, each centre component carries at most
two roundings (z_m, then the product), so the float centre is within
2u |c|_1 of the exact one; the radius carries at most seven (z1 - z0, the
axis length at 3u, the product, z1 footprintPerDepth, the sum, + warp), so
the exact radius is at most (1 + 7u) times the float one; the widening rounds
once more. 2^-20 = 16u covers 8u (|c|_1 + radius) twice over, and fma
contraction only removes roundings. The axis count assumes a correctly rounded
sqrt, which IEEE gives C#. GLSL ES 3.00 does not: it inherits sqrt's
precision from inversesqrt, and D3D-backed compilers may reassociate. So the
bound is proven for C# and HLSL on IEEE hardware, and on GLSL it is measured:
on a GTX 1070 under ANGLE's D3D11 backend the fixture's 256 cases keep a
minimum relative slack of 1.98e-6 (about 33u), the same as C#'s. The
fixture's enclosure check is what measures it on each device. The caller rotates and translates the centre into world space and scales
centre and radius by its noise frequency; the rounding of that transform is the
caller's. NoiseBoundTests.TileBallEnclosesEveryRaySegment checks 2,000 seeded
tiles x 64 points of the r2 domain and 2,000 tiles x 8 corner points of each of
seven extreme families (z0 == z1, z1 - z0 = 1e-6 z1, |m_c| to 1000, z to
1e7, z0 = 0 with z1 to 1e-3, f down to 1, warp to 1e6), corner flows
full-length and outward, distances in double, with no tolerance. It pins the ball
to the derivation both ways (r <= ball.w <= r + 2^-19 (r + |c|_1)), so a ball
that forgets the widening fails and one grown past it fails too. A moving camera needs nothing
more: each frame's probes use that frame's camera, and no ball, mask or probe
result is carried from one frame to the next.
The noise ball alone proves little: at L near 10 it bounds snoise to a width
of 2 L r, which covers all of [-1, 1] once L r reaches 1. Empty space
becomes provable through an analytic envelope. The consumer's density is a
pre-distortion SDF (a height fog, a well map, a carved sphere) that noise
displaces only near its surface, and the consumer composes the bound from iv_*
ops. The envelope is taken over the slice's exact box (iv_mul of the depth
range by each slope range, then the SDF's own monotone pieces), together with its
fade. The noise is iv_snoise_ball over iv_frustum_ball, scaled by the noise
frequency. The warp moves only the noise argument, so it enlarges the ball and
the envelope's box takes none of it. Where the fade's upper end is 0 the noise
term is identically 0 and no snoise is evaluated. Where the envelope already
proves the slice empty with the noise at its full range, the ball is not
evaluated either. A probe is worth attempting only when the best result any
centre value could give would prove the slice, and a ball with L r >= 2 is
[-1, 1] whatever snoise(c) is, so it costs nothing. CultMath owns none of the
envelope: the interval files have no envelope function, and each consumer composes
its own. NoiseBoundTests.EnvelopeBoundEnclosesDensity checks that composition,
the one the site and Aetheria use, over 2,000 seeded slices x 64 warped points
with no tolerance.
L has provenance, not a proof. NoiseBoundTests.MeasureLipschitz (slow,
explicit) takes the largest |snoise_grad| over 1e6 seeded points in
[-256, 256]^3 (7.1933103), refines the 1e4 largest by gradient ascent
(7.2400064), and multiplies by 1.10: L = 7.9640074. It also reaches
|snoise| = 0.9718335 by the same ascent on the value, which is what lets the
bound intersect with [-1, 1]. LipschitzConstantPinsSampledGradients
checks 1e5 more seeded points against L and climbs again from the start
MeasureLipschitz prints as its witness, failing if L is not 1.10 times that
maximum to within half a percent, so a 1% move of L fails. The enclosure tests
over 2,000 balls x 64 points are the defence. A change to the snoise kernel
must re-run MeasureLipschitz and re-pin L and the witness.
What the ball bounds guarantee: enclosure of snoise and fbm_grad(...).w over
the ball, in float32. What they do not: anything about tapes, pruning or choice tracking. Correlation
between the operands of one expression is what "Affine forms" below adds.
How loose the ball bounds are is a number:
NoiseBoundTests.TightnessReport prints the mean interval width over the
sampled range: 5.08 for iv_snoise_ball at r = 0.05, 1.96 at 0.25 and 1.28
at 1.0; 6.64 and 2.82 for 4-octave iv_fbm_ball at 0.05 and 0.25.
The saving is measured where there is empty space to find.
NoiseBoundTests.IntervalSkipHalvesEvaluations draws screen tiles, each with
its own camera, and runs one pre-pass per tile over the dense grid's cell ranges:
it starts with the whole grid, skips and doubles a range it proves empty, halves
one it cannot, and runs to the grid's end. It then draws the tile's N^2 ray
slopes, one per pixel, jittered inside it. Each ray is marched three times with
the same integrator and the same early-out at transmittance 0.02: over every
cell (dense), over the tile's unproven cells (the tile march), and over the
oracle mask, the cells whose mid-depth density is nonzero for at least one of
the tile's rays. The tile march and the oracle march integrate the dense march's
nonzero cells, so their transmittance agrees with it exactly in every
configuration. The oracle is a ceiling the pre-pass cannot move: dense cost over
oracle cost. Against it the test prints the efficiency (oracle cost over the
tile march's cost with its probes) and the cull fraction (the oracle-empty cells
the pre-pass proves empty). The probe overhead is the tile march's cost over that
cost plus the probes'. Cost is counted in snoise evaluations, with an envelope
evaluation or probe weighted 0.2. That weight is an estimate, and both counts are
printed. The flow is not counted. At N = 8, in Aetheria's units on its
256-cell quadratic grid out to the Main Camera's far plane, 2048:
- (a) Height fog, camera above the safety band, rays level and up: the whole grid is one envelope probe per tile, against 256 envelope evaluations per ray, 16384x. Every cell is oracle-empty and the pre-pass proves them all.
- (b) Inside the fog: 1.16x, and 1.11x with the warp. Most cells are fog, and the pre-pass probes each one.
- (c) The deep well (ruling
wells-scale-order-of-magnitude): the zone bowl plus one well at its centre,PowerPulseexponent 2, scale 2220, depth 600. The bandG = 60is where only the noise decides density (swithinF -+ 1.5 Awith the fade at 1); depth and half-depth radius are each10 G. The camera'sxzis uniform within 300 of the centre, aty = F - h(xz) / 2, so it looks across the bowl from inside it. Both rows run on the same seeds. With no warp, the centred interval takes 3.20x (oracle ceiling 5.24x, efficiency 0.611, cull fraction 0.988, probe overhead 0.940) and the affine bound 3.57x (efficiency 0.682, cull 0.993, overhead 0.905). With the warpD = 60: 3.12x (ceiling 5.31x, efficiency 0.588, cull 0.987, overhead 0.929) against 3.46x (efficiency 0.651, cull 0.993, overhead 0.880), so affine is 1.12x and 1.11x cheaper. The range mask (the oracle cells plus every cell where any of 5 x 5 slopes x 9 depths has density above zero) gives a range ceiling of 0.859 (0.848 with the warp), the cost a bound that proves exactly the range-empty cells would reach against the oracle's; the efficiencies against it are 0.794 and 0.712 (warp 0), 0.768 and 0.694 (warpD). - (c-band) The shallow wells, four mass-derived wells in the zone bowl with the camera gazing across, whose geometry is band-dominated, printed only. Centred interval 3.01x (efficiency 0.414, cull 0.960, overhead 0.958), affine 3.95x (0.544, 0.980, 0.901); with the warp 2.75x (0.383, 0.954, 0.944) against 3.54x (0.494, 0.976, 0.865).
- (d) r1's uniform slab, which has no envelope: 1.38x with the warp 0.05, and 1.67x with no warp.
- (e) The void at the shipped point (ruling
operator-shipped-void):Rh = 198,S = 50,Rc = Rh + S = 248,e = -ln 1.5 / ln(1 - (Rh / Rc)^2), the shipped camera, 200 tiles. The fixed-step reference takes 36.34 steps per pixel. The same cells masked by the pre-pass take 20.08, with identical transmittance. The footprint-aware march takes 13.50: 2.69x fewer.snoiseper pixel goes from 32.98 to 26.70, and combined cost from 40.25 to 29.54 with the probes, 1.36x. Every one of the 200 tiles proves a body. Before the body both marches are measured against a converged one (midpoint quadrature ath = 0.5over every cell, trusting no pre-pass): the relative optical-depth error at the body start is at most 0.0608 for the fixed-step march and 0.08639 for the footprint march, 1.42x. Over the grid of hollow radius, camera offset and ramp width the steps ratio runs from 1.59x (Rh = 100, low,S = 150) to 27.45x (Rh = 1000, centred,S = 10), the cost ratio from 1.26x to 3.89x, and the depth-error ratio from 0.85 to 4.72 (Rh = 200, centred,S = 150, where the errors are 0.01504 and 0.003188). LOD-far takes 14.19x fewer steps; its depth errors, 0.2849 and 0.205, are not comparable, because its fixed-step reference keeps the octaves the footprint march truncates.
The analytic body (ruling operator-analytic-wall-body). When a single dense
cell's own bound is a positive point, the pre-pass spends one more probe over
the rest of the grid. If that bound is a positive point too, every point of
every ray of the tile from there on has exactly that density, so the footprint
march takes one closed-form step, exp(-BodyDepth), from the body start to the
grid's end and stops. BodyDepth is density x extinction x length x |dir|.
NoiseBoundTests.AnalyticBodyMatchesFineMarch pins it: the bound, the mask and
the pointwise densities agree exactly at the body, and BodyDepth equals the
summed fixed-step depth of the body cells within 1e-4 relative. The comparison
is in the depth domain, so LOD-far's deep bodies do not underflow.
The footprint-truncated void weights its octaves by w_i(z), decreasing in z.
Its bound takes each weight over [w_i(z1), 1] rather than
[w_i(z1), w_i(z0)], because one bound serves both the full field (w = 1) and
the truncated one. [w_i(z1), 1] contains both, and iv_mul is monotone in its
interval argument, so the composed interval encloses both fields.
NoiseBoundTests.WeightBoundEnclosesOneSignedNoise checks it on LOD-far over
2,000 segments: each weight lies in its bound, and w(z) n lies in
iv_mul(bound, n) for a one-signed n. A lower end of w(z0) fails it.
The contracts, at N = 8, the lower of warp 0 and D:
- (a) at least 2x combined cost;
- (c) on the deep well (rulings
affine-wells-contract-cheaper-than-intervalandwells-overhead-plus-floor): the affine bound's combined cost ratio is above the centred interval's at warp 0 and at warpD; and, hard, the pre-pass proves at least half of the oracle-empty cells empty under both bounds, so a pre-pass that skips nothing fails. The probe overhead, the efficiencies against the oracle and the range ceiling, the ceilings and the cull fraction are printed, not asserted; (c-band) is printed only; - (e) at the shipped void: the masked fixed-step march agrees with the reference exactly; the footprint march's optical depth at the body start is off the converged march's by at most twice the fixed-step march's error; and it takes at most half the reference's steps per pixel.
This run meets every contract: (a) 16384x, (c) affine 3.57x and 3.46x against
the centred interval's 3.20x and 3.12x, with a cull fraction of 0.987 at the
lowest, (e) 2.69x fewer steps and a depth error 1.42x the fixed-step march's.
The fields, the grids, the 0.2 envelope weight and the 2.0 gradient weight are
not tuned toward the contracts. An affine probe is one snoise_grad, counted at
2.0 snoise evaluations (an estimate, printed beside the count).
Consumers: the gamecult.org ground shader (through the GLSL lowering) and Aetheria's nebula raymarch at its CultMath pin bump.
Affine forms
math.Affine.cs carries reduced affine forms with one shared symbol: a
float3(x0, a, e) is the set x0 + a eps + e delta with eps and delta in
[-1, 1] and e >= 0 (Messine's AF1, as Gamito and Maddock use it for gradient
noise, in one register as an interval is a float2). eps is shared by every
form over one region (for a screen-tile slice, the depth parameter, z = z_m + h eps), so af_sub(x, x) has a = 0; delta is private to the form, and
every term that cannot be tracked is condensed into e. A slice is a
float4(centre, radius) with a float3 axis. No op takes a compound type, a
reference parameter or a swizzle write, so each mirrors into the HLSL common
subset.
The ops: af_point, af_symbol, af_from_iv, af_range (the bridge back to
iv_*), af_add, af_sub, af_neg, af_scale, af_add_iv, af_mul (the
product |a_x a_y| and the cross-error terms condensed into e, so there is
no af_sqr), af_snoise and af_fbm, and the slice pair af_frustum_axis and
af_frustum_ball.
Rounding. Every op returns a form whose set at each eps contains the float32
value of its function at every point of its operands' sets at that eps. Each
op folds its own float32 rounding into e as S 2^-20, S the sum of the
magnitudes its roundings are relative to (named in the op's comment): at most
8u S is needed with u = 2^-24, and the factor of two over that is the
allowance for a device whose + and * are faithful rather than correctly
rounded. AffineTests.EveryOpEnclosesItsPoints evaluates the form's set in
double and the function in float32 with no tolerance. Products and af_from_iv also
add 2^-126, the most an underflow to a subnormal can lose (TinyOperandsEncloseTheirPoints).
af_from_iv halves its endpoints before it sums and differences them, and af_range
scales its terms before it sums them, so endpoints near the float maximum do not overflow
in the middle of the op; a form that overflows anyway gives af_range infinite endpoints,
never NaN (FromIntervalAndRangeHoldAtTheExtremes). af_range finds a NaN endpoint by its bit pattern, because
lo == lo is a compare dxc marks fast and deletes under its default flags. AbsorptionsArePinned and
SnoiseFormCarriesItsDocumentedWidth pin each absorption and af_snoise's float32 allowance both
ways: the enclosure tests alone cannot see them on a CPU, where float32 is exact.
af_snoise(centre, axis, radius) encloses snoise over centre + axis eps + w,
|w| <= radius, from one snoise_grad. It returns the narrower of the
Lipschitz form (n, 0, L R) and the centred form (n, g . axis, |g| radius + M R^2 / 2) (R = |axis| + radius, L = SNOISE_LIPSCHITZ, M = SNOISE_HESSIAN), so its total width is never more than the Lipschitz form's.
The centred form is Taylor's theorem, which is why it beats the ball when the
radius is small and the axis carries the variation. af_fbm compounds octaves
as iv_fbm_ball does. The float32 evaluation allowance is derived in
af_snoise's comment.
SNOISE_HESSIAN = 55.642143 is 1.10 times the refined maximum of the spectral
norm of the Hessian of snoise(float3), measured by
NoiseBoundTests.MeasureHessian over 1e6 seeded points (the analytic
snoise_hessian, below) and refined by ascent from the 1e4 largest: refined
maximum 50.5838. The central differences of snoise_grad that an earlier pin
used read 50.955 at h = 1e-3, their roundoff.
HessianConstantPinsSampledCurvature fails on a 1% move.
snoise_hessian(float3) (math.Span.cs) is the analytic Hessian of snoise: a
symmetric float3x3 on the same lattice, hash and tie order as snoise_grad,
differentiating each corner's gradient -8 m^3 s x + m^4 p once more. Each
off-diagonal entry is computed once and placed twice, so the matrix equals its
transpose bit for bit, and a clamped corner (m = 0) contributes nothing. Built
from nine scalars, the matrix reads as columns in GLSL (mat3) and rows in HLSL,
which is the same matrix because it is symmetric. SNOISE_THIRD = 535.8009
(math.Span.cs) is the next order: 1.10 times the maximum, over 1e6 seeded points,
of the operator norm of the third-derivative tensor of snoise, refined from the
1e4 largest; measured 487.0917 on the tied kernel. The tensor is closed form, in
double: snoise_hessian's per-corner entry differentiated once more, on the
kernel's lattice, tie order and hash, and the test
ThirdTensorMatchesDifferencesOfTheHessian holds it against Richardson-extrapolated
differences of the double Hessian. The operator norm is a local ascent over unit
vectors (a dense sweep of 20,000 directions at the witness finds 99.9987% of it) and
the outer maximum a sampled search refined by ascent, so the constant is empirical
with a 10% margin, not a proof; an earlier pin from central differences of the
float Hessian read 488.1047, its roundoff.
MeasureThird takes the measurement and ThirdConstantPinsSampled pins it.
integral_clamp_linear(a, b, lo, hi, t0, t1) is the closed-form integral over
[t0, t1] of clamp(a + b t, lo, hi). All three have HLSL and GLSL lowerings and
glsl-parity.json fixture families (snoise_hessian, integral_clamp_linear; the
af_snoise and af_fbm families are regenerated for the re-pin).
SNOISE2_LIPSCHITZ = 8.117002 is the same for the gradient of snoise(float2)
(MeasureLipschitz2: sampled 7.2575, refined 7.3791, witness (-67.12454,
-129.53296), |snoise2| at most 0.99964), and it backs iv_snoise_ball(float2, float). Both are empirical with a margin, not proofs. A random ball cannot see a
curvature constant 20% low, so SNOISE_HESSIAN is defended by
HessianConstantPinsSampledCurvature and SnoiseFormEnclosesTheCurvatureWitness
(af_snoise at the point where the curvature is realised, along 4,000 directions: a
constant of 40 misses there). The margin over the function itself: a scan of the whole
289^3 hash period found a realised maximum of 50.58, and bounding each corner's gradient
independently over every hash configuration gives 52.22, so 55.64 sits 7% above the
configuration bound. A change to the kernels must re-run the measurements.
Span stages
span_fbm and span_ridged (math.Span.cs; cultmath_span_fbm and cultmath_span_ridged in HLSL over
the same struct types, cultmath_span_stage behind both, and GLSL derived) are the octave stages
of a warp chain, span_fbm(path, stage, octaves, lacunarity, gain), each returning
one SpanNoise { float4 field; float curvature; float fold; }. The inputs are two
structs with named public fields and no positional constructor, so the three floats
of the span and the six fields of the transform cannot be swapped silently.
SpanPath { midpoint, velocity, speed, acceleration, halfLength } is the path
q(t), |t| <= halfLength, through midpoint with velocity at t = 0,
|q'| <= speed and |q''| <= acceleration along it. SpanStage { frequency, stretch, axis, shift, offset, octaveStep } makes octave o sample snoise_grad
at x_o(q) = f_o (M q + shift) + offset + o octaveStep, with f_o = lacunarity^o, amplitude gain^o, and M = frequency (I + (1/stretch - 1) a a^T),
a = normalize(axis); a zero axis or stretch 1 means no stretch, and stretch
must be positive and finite (unguarded, like lacunarity). default(SpanStage)
has frequency 0; SpanStage.Identity is the stage whose field equals fbm_grad
and ridged_grad bit for bit. octaves, lacunarity and gain stay positional:
they are fbm_grad's own trailing triple, and octaves is the one int among the
scalars. field is the octave sum and its gradient in q (f_o M grad n_o).
span_ridged sums gain^o (1 - |n_o|), ridged_grad's convention. The Span
Lab's stage is 1 - 2|n| per octave: with G the sum of gain^o over the
octaves (signed, so the alternating sum for a negative gain), its value is `2 value
- G
, and its gradient, curvature and fold are twicespan_ridged`'s.
The shaders have no SpanStage.Identity: a shader caller builds every stage field itself (in GLSL,
SpanStage(1.0, 1.0, vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)) is the identity). A constant would
need a second transformation rule (C# has no const structs, GLSL wants a constructor) and a mirror
exemption, for one value; the mirror test proves instead that the shader text at a C#-built identity
returns cultmath_fbm_grad and cultmath_ridged_grad's field bit for bit.
Bounds come from the three pins only. With |M| = |frequency| max(1, 1/stretch) and
nu = f_o |M| speed the noise-space speed, the Hessian of the noise on the span has
operator norm at most Hl = min(SNOISE_HESSIAN, ||snoise_hessian(x_mid)||_F + e_h + SNOISE_THIRD nu halfLength), so curvature = sum gain^o f_o^2 |M|^2 Hl bounds the
operator norm of the field's Hessian in q at every point of the span (the pin takes
over once the third-derivative term exceeds it, and at halfLength 0 the local tier
alone remains). For span_ridged, an octave leaves the branch it is on at the
midpoint (1 - s n, s the midpoint's sign of n) only where n changes sign, and
there |n| <= V - |n_mid|, with `V = (|grad n_mid . w| + e_g |w|) halfLength + (Hl nu |w|
- Gl f_o |M| acceleration) halfLength^2 / 2 + 2 e_n
,w = f_o M velocityandGl = min(SNOISE_LIPSCHITZ, |grad n_mid| + e_g + Hl nu halfLength);fold = sum 2 gain^o max(V - |n_mid|, 0), exactly 0 forspan_fbm` and for an octave that cannot reach zero.
The float32 snoise, snoise_grad and snoise_hessian are not the exact functions, so
the quantities read at the midpoint carry allowances, by the derivation of af_snoise's
comment. S_o = |f_o| (|M q|_1 + |shift|_1) + |offset|_1 + |o octaveStep|_1 + sqrt(3) nu halfLength is the sum of the magnitudes the octave coordinate's roundings are relative
to, and e_n = 2^-14 + L 2^-20 S_o (value), e_g = 2^-12 + H 2^-20 S_o (gradient
length) and e_h = 2^-10 + T 2^-20 S_o (Frobenius norm of the Hessian), with L, H,
T the three pins; they add no pin. Measured against a double kernel with the float
hash (6000 points per band, |x| from 2^-2 to 2^23), two samples observed the error's
maxima as fractions of e_n, e_g and e_h: 0.057, 0.046 and 0.075 in the cut's own
sample (seed not recorded; the 0.075 is against T 2^-20 |x|_1 alone, at the smallest
band, where the absolute Hessian error is 2.3e-5 and the absolute term carries it), and
0.064, 0.0485 and 0.057 in an audit's (seed 0x501). They are samples, not bounds: a new
seed moves them. They say the allowances enclose the error with a margin of about 15.
Errors grow linearly in |x|: the value's is 2e-4 at 2^8, 1.5e-2 at 2^14 and 0.94 at 2^20.
Rounding in the Frobenius-to-operator-norm step needs no allowance: the Frobenius norm
exceeds the operator norm.
Domain. No coordinate range is checked, clamped or refused. The allowances grow with
S_o, so curvature saturates at SNOISE_HESSIAN (true everywhere) by S_o of about
1.1e5, and fold turns positive for every octave whose V + 2 e_n reaches |n_mid|:
the bounds stay sound at every magnitude and stop being informative where float32 noise
is (see "Precision domain" above). SpanStageTests encloses the exact (double) Hessian
norm and both the float and the exact branch departure at 64 points of seeded spans in
bands of S_o from under 1e2 to over 1e6, and in a fixed span where the local tier
with its third-derivative term halved fails.
The slice. af_frustum_ball(centreSlope, z0, z1, footprintPerDepth, warpVariation) returns the centre (m_c z_m, z_m) and a radius z1 footprintPerDepth + warpVariation, with af_frustum_axis the axis (m_c, 1) h:
every ray point at depth z is centre + axis eps(z) + w. Its derivation
and the clamp residual are in the comment. The caller rotates, translates and
scales the slice into the noise's frame, and owns the rounding of that.
The centred warp. A flow-warped sample reads snoise at p + flow(p) shift. The
caller does not enlarge the ball by the whole displacement |flow| shift; it
moves the centre by the flow at the centre, c + flow(c) shift, and widens the
radius by the flow's variation across the ball, r + |shift| rho with rho = FlowAmplitude (SNOISE2_LIPSCHITZ FlowFrequency r + a) sqrt 2 (the clamp to the unit
disc is nonexpansive), where a = 2^-14 + L2 2^-20 (|q|_1 + r FlowFrequency) is the
float32 allowance of the flow's two snoise(float2) reads (the point q plus its offset rounds at the
magnitude of q, and a float32 flow at two points of a ball differs by more than the exact
function can). CultMath owns neither the flow nor the envelope: the warp's
centre and variation are the caller's, and a consumer adds them to the slice's
warpVariation or to the form's radius. With two phases that cross-fade, each
phase takes its own centre; one ball serves when the phases' centres coincide
(warp 0). NoiseBoundTests.CentredWarpStaysEnclosed checks 2,000 balls, radius 1e-3 to
500, and fails when rho is dropped or halved; AffineWarpStaysEnclosed checks
3,000 tile slices of FogField.Slice, which returns the final af_snoise arguments
(each phase's moved centre and grown radius, the detail's unwarped set, the shared axis),
so the affine bound wires nothing itself: the reach over which the flow is varied is
|axis| + radius, each phase carries its own growth, and the gate reads each argument's
reach. It fails when the reach is the ball's radius or the larger of the two, a phase's
growth is dropped or taken from the other phase, the axis or the detail radius is scaled,
or rho is halved. AffineCompositionTightensItsRanges sees the shared-symbol
composition itself: the bound is exactly the intersection of the affine arithmetic's piece
and the interval composition over the forms' ranges, and the affine piece is the narrower
of the two in at least 35% of the open slices (the piece alone is wider in total).
The deep well is the representative Aetheria case: the camera inside a sun's
bowl, looking across. DeepWellIsTenBandsDeepAndWide computes the band G from
FogField's own floor offset, amplitude and noise range (60) and requires the
depth (633 at the centre against the rim) and the half-depth radius to be at
least 10 G, every drawn camera sitting inside the well below the rim; a well of
depth 150 fails. The shallow wells stay as the printed shallow-well, band-dominated row (c-band).
The test field's affine bound takes depth as af_symbol(z_m, h), builds s
affine in it with the height interval, the footprint and the slope-depth
product in e through af_add_iv, takes the noise through af_frustum_* and
af_snoise per phase and for the detail octave, fades by af_from_iv and
af_mul, reads the range with af_range, and intersects with the centred
interval's bound (both sound). FogField.Bound makes no direct snoise call.
The cull-map render (DeepWellCullMap, explicit) writes a PNG when
CULTMATH_WRITE_CULLMAP names a directory: one deep-well camera at warp D,
960 x 540 in 8 x 8 tiles, with panels for dense cells per ray under the centred
interval, under the affine bound and under the oracle mask (one logarithmic
scale) and the transmittance. Its run: 4.23, 3.60 and 2.02 cells per ray on
average, 44 the most, mean transmittance 0.278.
Expressions
CultMath.Expr holds a scalar SSA expression graph as a persisted value, a builder
for it, and a C# evaluator.
- Graph (
ExprGraph): a sealed immutable class. It has no name of its own; the consumer record that holds it names it. Nodes are in topological order, an operand names a lower node, and an edit builds a new graph. A persisted graph carries a format version (1); one naming an unknown op, a newer format or a forward operand is refused whole at decode.ExprGraph.Createis the one validator, run by the builder and by decode. - Node: its index in the topological order. The builder hash-conses identical (op, operands, constant bits) nodes and drops nodes no output reaches, so one expression always builds the same bytes; any rebuild may renumber nodes.
- Port: graph inputs vary per point, params are uniform per batch and carry a
default, outputs name a node. Names are
[A-Za-z_][A-Za-z0-9_]*, unique per kind. An op's operands are positional; a multi-result op (cellular3: nearest.xyzw, edge.xyzw, id) is read only throughPick. - Op vocabulary: one table (
ExprOps), a stable string per op, append-only. Vector arguments are decomposed operands:snoise2,snoise3,cellular3. An op calls its CultMath function; a function's value change is a Breaking release note. - Evaluation:
ExprEvaluator.Evaluateruns the nodes in order through the table, one IEEE single per op, so a result equals the direct composition of the same math calls bit for bit. Params bind by name (ExprBindings): a missing name takes its default and an unknown name is refused. - Stencils are substitution at build time (
ExprBuilder.Substitute, Fidget'sremap_xyz): N substitutions of the position inputs combined by ops give an ordinary flat graph. There is no loop construct.
The MessagePack shape belongs to GameCult.Caching.MessagePack (CultMathExprResolver).
Interval, affine and gradient evaluation over the graph, bytecode, the HLSL
interpreter and pruning are not built.
Rules
- Keep type names HLSL-shaped:
float2,float3,float4,float3x3, andmath. - Keep Rust as the owner of native hot-path kernels and parity fixtures.
- Keep C#, shader, and scripting surfaces as runtime wrappers, not competing math authorities.
- Keep
shaders/CultMath.hlslas the canonical shader mirror for shared CultMath functions HLSL does not already provide (HLSL intrinsics such asmul,any, andlogneed no mirror). Project-local shader helpers should move here once more than one organ needs them or once CPU/GPU parity matters. - Implement public shader semantics directly; do not copy Unity.Mathematics.
- Prefer plain mutable value types with public component fields, as HLSL does.
- Prefer component-wise overloads over clever generic machinery until the API earns that complexity.
- Keep the surface boring and exact. Fill what a consumer uses, guided by HLSL semantics; noise primitives, matrices, quaternions, and packing helpers need an owner before they enter.
- Keep the core assembly engine-free. Unity conversions live in the Unity
package's
CultMath.UnityBridgeassembly.
Non-Goals
- Compiling C# to shaders.
- Generating HLSL from Rust or Rust from HLSL.
- Replacing
System.Numericsfor general .NET work. - Recreating every Unity.Mathematics type because a spreadsheet somewhere says “coverage.” That way lies decorative obesity.